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So here i've jumped into a fresh version of
Blender and i'm going to take the camera, i'm going
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to press Alt G and Alt R to reset its location
and rotation information then i'm going to drag
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it down the y axis a little bit and press R X 90
to make the camera look straight at this cube
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which we don't want, so we're going to select and
delete it... sorry cube and then we're going to go
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shift a mesh icosphere let's come over to the
icosphere properties and turn this up to say
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five subdivisions, in fact we can jump into our
camera just to make sure that's nice and smooth
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for us, this is going to be our matcap essentially,
so really we just want to create a square image
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of this sphere basically, so we're going to
right click and shade that smooth, i'm going
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to select our camera by clicking on the border
there, come over to the dimensions and i'm going
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to left click and drag across here and set this
to 512. typically a mac cap is 512 resolution
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and now we need to zoom in a little bit to this
sphere, so i'm pressing G and then double tapping Z
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to move down its Z axis and then once i'm about
there that's close enough, now i'm just going to
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tap the sphere, press S and then scale this
up ever so slightly, just so the edges peak
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slightly out of frame there and now if we wanted
this as a matcap we're ready to go but this is
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a little bit boring because this kind of already
exists, as this first matcap right here so let's
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do something a little bit more unique. so if
i was to turn off the overlays and then did
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want to render what was in the viewport
i'm going to need to come over to view
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and then render the image from here, if we hit
F12 to render we're going to see our actual
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lighting at play in the scene, there so if we just
come over to our rendered view this is basically
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what we're looking at, this is clearly what we're
going to get because of the light that we've got
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in our scene and also the world lighting that we
happen to have so let's come over to the shading
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editor, press the zero on the numpad to jump in and
then let's come over to rendered view, i'll select
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this sphere and i'll just give it the material
that was in the scene, the one that was on the cube
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a moment ago and then let's jump over to the world
and let's add in a texture, environment texture
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let's plug that in and then all we need to do here
is just open up an hdri, now we can pick some great
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is up at Hdri Haven and for this example i'm
going to use this circus arena hdri and then
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just download one of these options here, for our
purposes this doesn't need to be very big, so i'm
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just going to get the 2k version and i've cut
forward a little bit here because i've simply
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navigated to where i've downloaded and opened
it up into this node, with that done we can see
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the lighting having an effect already on our
sphere, let's take a look at our filters here
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actually and i'm just going to turn on some
of these other options, really all i'm after
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uh these two icons though, i'm just going to turn
off that light, that was in the scene and now if
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we come back over to the object we can do some
more interesting things with this sphere, so we
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can make it completely metallic for example and
then we can use that as a matcap if we liked or we
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can change our base color around, but i'm going to
keep that white and then another important slider
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is going to be roughness here and also our
specularity, though for the specularity to kick
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in we're going to need to be a non-metallic
surface, so we can get a super diffuse looking
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almost velvety like surface like this or we can
add in some of those highlights there now for this
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i'm going to crank up the metallic nature of this
and reduce the roughness right down, just enough to
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give some of these lights a little bit of a glow,
with that done when we render now this could be
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our new matcap, i'm not quite going to take this
exact image like this though i'm going to jump
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over to the compositing workspace and select to
use nodes and what i'd like to do here is simply
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have the very edges of the sphere expand out into
the corners of this square image, so first of all
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to do that actually we're going to need to turn
on transparent and then if we were to render again
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we're going to see our checker pattern in the
background, there let's control shift click on this
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to generate our viewer node as well, going to Shift
right click across there across the noodle lines
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to just join them into one there and then what
i'd like to do is look for the inpaint node, it's
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within the filter menu and then i'm going to drop
that in and then basically what this is going to
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do is exactly what we want, if i keep expanding
this we can see that it's starting to take the
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value of the border edges there and take it all
the way out, around 150 seems to get all the way
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to the borders there, with that done i can just
hit F12 and go to image and save as and then i'm
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just going to navigate to where we want to save
this and the file format we need to be an Open
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Exr multi layer and then we can call out whatever
we like, matcap circus for example and then let's
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just click save as image. here i've opened up that
file that we just saved in Krita and what's cool
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about this is we can actually see all the separate
passes here i can turn off the depth pass for
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example or maybe just work on the combined and so
we can treat this a little bit, i can go into the
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filter menu and do something a little bit more
unusual, like artistic and oil paint perhaps and
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then from here i can set this down quite low, maybe
to something like 10, maybe set this up really high
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to 5 and then maybe just give it a moment to work
itself out, allow it to render and now we have
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something that looks kind of painted, but i'm just
gonna lessen this effect, basically just play with
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the settings until it all feels good, i think i'm
actually just going to stick with pretty much what
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we've got right out of the gate with one and maybe
20 and then click ok and then just go back to our
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filters and apply that filter again, by the way
there are other really good options here, like
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this half tone effect or we can pixelize it, but
that's something we can actually do within Blender
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as well, so be sure to check out the pixelization
method mentioned on the course but just taking
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your image into another piece of software just to
see what magic can be made there also, it's always
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a little bit of a fun aside, especially when it's
still within the realms of open source and free
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and available to all. so with that i'm going to
click ok and now we can go and save that again
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as an Open Exr, let's call this one matcap circus
oil and i'll save it and let's flatten the image
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now let's jump back over to Blender and switch to
the shading workspace and let's come over to the
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solid shading view, click on the pull down menu
switch over to matcaps click on the cog icon
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let's click on the install button, navigate to
where we exported that and there it is for me
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click on install light, there it is it popped up,
now we can close this and select it as a matcap
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option and there it is in the last slot then we
can take a moment and revel in the glory of our
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custom mapcap! :) in fact let's see in play on the
objects we were using to demonstrate the other
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shaders and once more revel in the glory of this
metallic looking oil painterly version of the
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circus scene from hdri haven, many many thanks to
them as always, awesome work! now there's nothing
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necessarily stopping us from not even using
uh... hdri so if we switch back over to rendered
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and jump back into the camera we could instead
enable our lights and create various interesting
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reflections in our sphere with actual geometry in
the scene, especially if we were to use Cycles and
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get some more realistic reflections in there, but
rather than going that approach let's try another
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option which is to manually paint something within
Blender i personally think the painting tools are
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pretty fun within Blender so i'm going to jump
over to the texture paint workspace, zero on the
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numpad to jump into the camera and it's pink at
the moment, letting us know that we haven't got
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anything to paint on so here i think i'm going to
click on a single image for the moment and click
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on new and this can be 512 as we've mentioned,
and i'm going to call this matcat paint and just
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use all the defaults otherwise, now this already
looks like it's being affected by a light and so
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what i'm going to do is just change back over to
flat shading and try to paint within the view, we
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can see we're definitely having an effect there, we
can also switch over to the 2d view here and paint
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within here, let's see where that actually landed
on the backside, now it actually isn't really very
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useful to be painting onto the reverse side of
that there, so i'm going to use a little bit more
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space on this uv map, so i'm going to tab into
edit mode and then simply with everything selected
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press U and then Project from View and then tab
back into paint mode and then it's just a matter
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of painting in whatever highlights we wanted on
the sphere, setting up the render and then we can
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use that as a matcap, something to bear in mind
is that we do need to make sure that we save the
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.blend file and the image these are kind of two
separate things what i like to do actually is
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go to the image menu and then actually pack this
image within the blend file and then when we go
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to save the blend, the image should be saved along
with it, but if we see a little asterisk up here
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that means that the image is altered and it's
worth going back and then doing that again, so
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if i click here we should find the asterix and
even though i've actually just saved the .blend
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file we need to make sure to click save also,
and down here i've got packed to ... image
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now we just need to really set up to paint
properly, so if we were to hit F12 to render this
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is not our painting, so i'm going to click that
away and head back over to the shading workspace
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which is currently set to see the matcap from
before, so i'm going to switch that back over to
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rendered, switch back over to the object and then
i'm going to click and drag the little image icon
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from here and put it into the the shader graph
area and then i'm going to Control Shift click
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on this and now we can see things appear to be as
they should, so if we hit F12 now that's the sort
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of thing we're looking for, admittedly it doesn't
look that great right now, but let's have a little
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fun just painting something on here so i'm going
to switch back over to the texture paint workspace
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and there's one setting that we need to make sure
that we've got under control because if i press
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F to resize the brush here a little bit and try
to paint at the edges at an extreme angle from
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the camera, that likely what you're painting might
be distorted, so by default we can't actually paint
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right to the edges, but we can just change that, so
let's come over to our falloff menu and find the
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normal falloff area and then we can just disable
that, now when we paint we get all the way to the
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edges, let's middle click and come back over to
here so first of all i'm going to decide on its
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general albedo color, so i'm going to come over to
the fill tool and then click on the color swatch
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and maybe bring this down to mid-gray somewhere
and then if we just click, we're going to fill that
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at first i'm just going to do shadow and light in
black and white and then if we want to add color
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we can alter that later, so i'm going to jump back
over to the general paint brush tool and let's
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put this into the darks to just give it its shadow
and i'll left click and drag across here, something
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like this, now the problem that we've got here, is
we're getting a little bit of black peeking in
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to areas where we don't want it especially up here
and that's because our uvs are slightly outside of
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the border, so i'm going to just switch this to a
uv editor, tab into edit mode select them all press
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S to just scale that down a little bit, hopefully
that should give us more consistent results, now
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let's switch back to the image editor and then it
does look correct at the moment, but let's see if i
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was to continue painting dark at the bottom there,
yeah it looks like that's okay! i think i've gone
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a little bit too dark there actually i'm going to
give it more of a slightly lighter shade at first
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and reserve the darker shade for just at the very
bottom, while holding S i can click and that will
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reset us back to this other shade, the shade
that we had here, i'm going to press F to just
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shrink down the brush here, a little bit and just
paint away a little bit of that shadow that i
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didn't really want and then also i'm going to just
suggest there's a little bit of bounce lighting at
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the bottom, so i'm going to lighten this up again
and just give this just at the very very edges
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a little something like this, then while we're
at it let's give this area a little bit of a
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brightening up, maybe a touch brighter again and
yeah i'm pretty happy with that, to a point it's
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still pretty sloppy though, to be fair though i'm
going to jump back over to the Smear brush and
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just kind of create a little bit more consistent
edges, so it's a little soft in a lot of places, so
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i'm going to try and do some swirly stuff here and
there, just clicking and dragging along the edges
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there just mixing the colors together a little bit,
which gives it a much more almost organic paint
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look i think, let's swirl these around a little bit,
almost like they're suggesting some sort of cloud
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formation and this is kind of like some horizon, in
this area we could put any number of values within
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this general mid gray to dark gray range and it
just all fit together really really easily and
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really nicely, i'm just going to try swirling it
around a bit, almost creating like a planet or a
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marble of some kind, okay i think that looks
reasonable, what i'll do now is pop back over
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to the texture drawer, change this from mix
over to color, turn the strength right down
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and then let's choose a color, say something in the
blues initially, let's brighten that up a little
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bit though, although actually it's probably
only going to transfer a little bit of the
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the bluishness of it rather than the brightness of
it maybe i'll just give it a little bit of blue on
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the very outside down here as well and maybe a
little bit of oranges for the lower half perhaps
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i switch that back to Mix and i think i'm going
to take this back to something in the white range
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and then just paint ever so slightly to suggest
a little bit of atmosphere, take the strength down
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even slighter and i think that'll do! so remember
to save the image, if we hit F12 this is the kind
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of result we get, then we can go to save it,
save as an Open Exr multi-layer format and
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call it anything you like and then simply click
save as image, which is slightly off frame for me
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in this instance here, we can close that now, switch
over to our shading menu and this is what we can
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see at the moment, well let's switch over to solid
shading and there's our mat cap from earlier, let's
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click on a little cog icon and install our
new matcap install lite now for me actually
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Blender crashed at that point so i've restarted
Blender armed with a warning so be careful with
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this stuff, make sure we save so i've managed to
recover the image that we saved and i've placed
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that into the texture node so if we were to render
again with F12 we should get essentially the same
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render and then again we could go to Save As
and let me shrink this down this time, we can
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save that wherever we like now, for some reason
this image keeps crashing Blender when i save
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it as an Exr but i just wanted to point out
that it is actually possible to save as a png
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and have that working as a matcap as well, so
if we come down to our matcap cog drag this
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into view, click the install find the .png version
which i've just called painted one, install the
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light there and note that we have a little bit
of information as to where on your particular
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computer the matcap actually gets installed and
you'll have to delete it from there if you don't
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want Blender to keep on crashing at this point
when you install your matcaps and there we are
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the .png version no less, so let's exit that come
over to the the chevron of opportunity and click
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over to the matcap sphere and there we go now
we have what looks like almost exactly the same
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apart from it's obviously stuck to the camera in
the scene we also have these other objects to be
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able to see the shader on, it's also worth noting
that because of the outline solidify modifier
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it's possible that we might need to make sure
that we have backface culling enabled, otherwise
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kind of the matcap might look a little bit
upside down because of the flipped normals i think,
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i've got backface culling on in this example,
and there's our gloriously painted matte cap.
24776
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